View Full Version : wkRubberWorm: worms bounces
with this wormkit module worms spring up when they touch the ground. They never lose the control, wathever speed they fall, and a funny sound of a mine bouncing is played.
extract all the files in the wa path. Inside the archive there's wormkit too, if you dont have it. remember to execute wormkit.exe instead of wa.exe, or the dll wont be loaded.
how to trigger the bounces
the switch that controls the bounces and the speed the worms lose hitting the ground is in the scheme, controlled with armageddon crate probability: use schemebuddy to change it.
a value of 0 deactivates the dll. all the others mean ON, and the value is the fraction of speed the the worms keep (x/255).
example:
crate probability of armageddon=127-->the worm will lose half of the speed with which it hit the ground
value of 255--> it doesnt lose the speed (and the turn never ends, until the worm dies. Dont use it ;))
of course, all the players must run it, or the ones who dont will be disconnected due to desynch
last version: 0.7.32
installer (http://www.webalice.it/micioptah)
how should it work? worms fall as ussual... =S
I guess you forgot to set the armageddon crate probability.
Try this scheme, the probability is 127 there:
I'd like to see this combined with the Wormstrike. :D
[UFP]Ghost
7 Apr 2008, 00:55
really. really. cool. It is good for practicing roping as well as that it would make for a good obstacle course type thing.
Diablo vt
7 Apr 2008, 03:40
That's very good Pisto. Very good for practicing roping indeed.
I'd like to see this combined with the Wormstrike. :D
what is it?
A weapon that was taken out of Worms (you can get it with the Fiddler). Many worms fall from the plane, and fall around with ordinary worms physics. Then they blow themselves up by dying.
Devoluti0n
7 Apr 2008, 11:30
Hey Pisto, that's a really good job there, certainly the most interesting reverse i've seen yet.
I'll contact you on msn soon, I need to talk you about something I think you could be interested in.
komodo_1
7 Apr 2008, 12:17
I really love it.
The bouncing physic rocks, and granade-like sound it's very nice and really appropriate.
I'm intriged to see it working with that Wormstrike... i never saw it.
Thanks again Pisto...
One more interesting stuff :)
Nice stuff Pisto! I also love your mole hack, just gotta get used to fireing so many weps in 1 turn hehe :)
new version with bugfix:
with the last version, a worm may roll very slowly, and start an endless bug that blocks the game. this should not happen again.
edit:
ok, the bugfix doesnt work.
re-edit:
ok, now it should work, the bug may happen extremely rarely.
please delete all the precedent version, they are incompatible with this new one and cause desynchs playing online.
http://forum.team17.co.uk/showpost.php?p=652827&postcount=52
you've done a great job here, it's so really much fun playing with this hack :cool:
new features:
gravity force manipulation (lower, higher, negative)
black hole (objects are attracted to the center of the map, with adjustable force, like above). Worms can stand on their heads or on vertical surfaces.
read instruction inside the archive; you can test the demo schemes and maps (http://wmdb.org/6599 http://wmdb.org/6598 http://wmdb.org/6597)
please report any bug
P.S.
anyone who has the old wkBlackHoles please delete it
edit:
forgot the sources and to mention that objects that fall in the gravity hole will be plopped.
http://forum.team17.co.uk/showpost.php?p=652827&postcount=52
That looks amazing! Now, if only WK worked in Wine...
matjazz
27 Apr 2008, 20:46
Thanks man, that takes Worms on totaly different level :)
CyberShadow
27 Apr 2008, 22:53
Interesting... this is going towards the direction of wkMagic :)
worms don't bounce at all in your latest module with the black hole and gravity, Pisto. They just fall straight down when hitting the roof/walls and it is funny xD.
worms armageddon crate probability is set to 193.
This might be that rare bug you talked about but just in case... 2 worms get stuck together making the game unable to proceed. I did warn everyone they would desync but they wouldn't leave so i let them "play" :P
the replay is too big.
no, it's my bad habit to not test last-minute modifies...
bug fixed, redownload the package -.-
[UFP]Ghost
29 Apr 2008, 04:56
ya my worm got stuck spinning around the black hole, after a minute I quit the game.
what scheme wre you using? was it orbiting around the center?
actually if a object is caught 10 pixels or less far from the center, it's plopped. maybe I have to increase this threshold
#ffc700
29 Apr 2008, 14:21
Could you describe the gravity stuff again?
Can I change the Mail Strike Byte with a Scheme Editor, or do I have to use something else?
yes you can change the mail strike byte with schemeEddy.
what's unclear about gravity?
Hey, I found a bug. When I was testing the bng proportional gravity scheme, at some point the match finished as a draw even though there were still worms of both teams alive.
Here's the replay (http://meszka.ovh.org/worms/rubber_bug.WAgame) (works when opened by WormKit.exe)
Hey, I found a bug. When I was testing the bng proportional gravity scheme, at some point the match finished as a draw even though there were still worms of both teams alive.
Here's the replay (http://meszka.ovh.org/worms/rubber_bug.WAgame) (works when opened by WormKit.exe)
Check your scheme's sudden death settings. You probably had it set to end as a draw when sudden death triggered.
thanks mezska, I'll watch it as soon as possible.
new version with one little new feature, good for giant wxw maps:
crate finder: type /arrows in the chat and any crate will have the arrow that sometimes you see in missions or trainings.
A chat message is sent to all players to warn them of this feature, so if the player who knows of wkRubberWorm gains a bit of advantage once, the others can get the dll and play then a fair game.
I didnt test if it's coimpatible with wkick (though it should), please report if it isnt (I'll merge wkick into wkRubburWorm too if there are compatibily issues).
http://forum.team17.co.uk/showpost.php?p=652827&postcount=52
crate finder works fine =) the message it says is good too =)
new version: I start now a version numbering, this is 0.3b
just some bugfixes:
rubber worm does now work with vertical upside bounces (the vertical speed was precedently set to 0)
the distance from the hole threshold under which an object is plopped is now 15 pixels.
if the gravity is centrifugal, if an object is off (1000+map_diagonal/2) pixels it is plopped.
how can I set the version number in the PE header with mingw???
http://forum.team17.co.uk/showpost.php?p=652827&postcount=52
another thread whit a ghostly 2nd page :P
I'll give this a shot pisto!
xGISxKuarK
1 May 2008, 13:29
This is a great job Pisto. I love this mode.
I tried it with different settings only on the rubber feature coz honnestly I didn't get how to manage the gravity :P
Quick question though: Is it possible to manage video export with Wormkit ? If yes how ?
CyberShadow
1 May 2008, 15:34
WormKit.exe WA.exe /getvideo "C:\Full Path\My Replay.WAgame"
Does anyone have any idea how to get wk working in wine?
Hey, I found a bug. When I was testing the bng proportional gravity scheme, at some point the match finished as a draw even though there were still worms of both teams alive.
Here's the replay (http://meszka.ovh.org/worms/rubber_bug.WAgame) (works when opened by WormKit.exe)
the log shows this: [00:04:33.86] ••• Game Ends - Avoiding Crash
CyberShadow, I need your help here, what does it mean?
I would assume it means that something occured that if the game had been left to its own devices would've crashed it.
I would assume it means that something occured that if the game had been left to its own devices would've crashed it.
oh, yes. sure.
my question was, what is that "something"?
MadEwokHerd
3 May 2008, 04:30
Does anyone have any idea how to get wk working in wine?
I don't, but I'm interested in hearing what happens when you try to use it.
I'll have to have a look, it has been ages since I tried it.
Rebel_Lion
4 May 2008, 11:20
new version: I start now a version numbering, this is 0.3b
just some bugfixes:
rubber worm does now work with vertical upside bounces (the vertical speed was precedently set to 0)
the distance from the hole threshold under which an object is plopped is now 15 pixels.
if the gravity is centrifugal, if an object is off (1000+map_diagonal/2) pixels it is plopped.
how can I set the version number in the PE header with mingw???
GJ!!!
Very fun
yes you can change the mail strike byte with schemeEddy.
what's unclear about gravity?
Dunno about the lsb ... googled = least significant byte ... i still dont understsand ^^
Also A-H = 8 ... one byte ok ... dunno how to ^^
(Sorry)
I suppose that the problem is the signed integer.
when you've decided between normal gravity, black hole proportional/constant you need to calculate a parameter of 6 or 7 bits that will make the gravity stronger, weaker or "negative": take the windows calculator, switch to scientific mode, type the value you need to convert and click on "Bin" to convert to binary system. then, click on "And" (on the right) and put '111111' (or '1111111' for 7 bits parameter, for normal gravity), and press enter. If you are using normal gravity, you're ok, convert this value back to decimal system and use any scheme editor to set the mail strike probability byte to this value. If you chose black hole gravity and proportional force (case a) or constant (case b), add BEFORE the result string '11' (case a) or '10' (case b), and convert this value to decimal, and apply it to the scheme.
P.S.
this parameter, when black hole with proportional force is on, multiplied for 12 tells (of course without signum) the distance in pixels from the center where the gravity is strong as the normal one.
otherwise, it's just a multiplier for gravity.
P.S.
weird things happen about the turn: I've played a game when I won, and the game continued 0o
then after a turn when only my worm was there, the game crashed...
xGISxKuarK
6 May 2008, 11:53
WormKit.exe WA.exe /getvideo "C:\Full Path\My Replay.WAgame"
Thanks for your answer. However, when I try to create a new entry in HKEY_CLASSES_ROOT to have a "Playback at with wormkit" or a "Export video with Wormkit", I can create it. But once I'm done using it, it is erased from the registry ... I don't get why this happens :(
Does wa checks these entries and modify them ?
CyberShadow
7 May 2008, 05:33
Yes. See the "Shell extension" page on http://worms.thecybershadow.net/misc/ .
xGISxKuarK
9 May 2008, 15:32
Yes. See the "Shell extension" page on http://worms.thecybershadow.net/misc/ .
Excellent. It works! Thx very much for this ;)
oh great, wsdb thinks it needs to change incorrect values in the blackhole scheme, so playing this with hostingbuddy isn't possible :(
Valid scheme file, but some corrections were needed:
* Reset bounty value (was 137).
* Fixed infinite turn time setting (was 128).
* Fixed crate probability of Mail Strike (was 136).
NO wsdb, corrections were not needed, in fact, you screwed up by correcting. Don't fix if it's working.
Clavius_SA
19 May 2008, 19:56
Hey really enjoyed this a lot. We make videos of WA for a thread over in Let's Play at the SomethingAwful forums. Figured you might get a kick out of people enjoying your work:
Video The First (http://www.viddler.com/explore/Clavius/videos/5/)
Video The Second (http://www.viddler.com/explore/Clavius/videos/8/)
Third (http://www.viddler.com/explore/Clavius/videos/6/)
Four Videos (http://www.viddler.com/explore/Clavius/videos/7/)
Fifth of Videos (http://www.viddler.com/explore/Clavius/videos/10/)
Six (http://www.viddler.com/explore/Clavius/videos/11/)
If you could make a few more options like upside down gravity or sideways gravity or something that would be awesome.
Also when worms reach the center and get plopped it doesn't register with the game that they have drowned and the game still attempts to go to their turn, which is the mysterious game ending thing cause. If you could fix that too that would be awesome, really enjoyed trying to force people to the center but it was spoiled somewhat by the game constantly ending.
hahahaha sweet
requesting link to LP thread
turns out there's a new thread: http://forums.somethingawful.com/showthread.php?threadid=2856219
great videos clavius, I laughted more of your laugths than what happens in them!:D
If you could make a few more options like upside down gravity or sideways gravity or something that would be awesome.
upside down is already possible (normal gravity - negative value to the last seven bits), sideway may be done when I get a GUI for this module.
Also when worms reach the center and get plopped it doesn't register with the game that they have drowned and the game still attempts to go to their turn, which is the mysterious game ending thing cause. If you could fix that too that would be awesome, really enjoyed trying to force people to the center but it was spoiled somewhat by the game constantly ending.
thanks for the hint, I'll try to make the fallen worms teleport directly under water and drown normally.
anyway, I fear you're wrong because I have a replay where no worms have fallen in the hole and the round crashed anyway.
VERSION 0.4
new feature:
antisink - every worm that is due to sink is teleported to the last position where it has stood without losing the turn. If it can't stand there, and it falls again in water, it's the end, it will drown.
Activated with the crate probability byte of the french sheep strike (just set it to non 0 value).
bugfixes
infinite bounce fix: I worked out a formula that takes as arguments accelleration (gravity/wind), bounce factor and speed to check whether an object MAY start the endless bounce loop, and so block the game. I don't guarantee it's correct. This fix allow to mix the black hole (gravity center as some calls it) and rubber worm features.
game sudden end: following Clavius's hint, now objects (excluded those that doesn't do it in normal games, like concrete donkey) "plop" into water. Again, I'd need a lot of tests to be sure that this bugfix work, just report if it doesn't.
jumping worm is not rubber: a worm which is flying because of a jumpin will bounce normally.
EDIT:
small bugfix:
http://forum.team17.co.uk/showpost.php?p=653178&postcount=58
those videos were really fun, but maybe you can do something to prevent worms/objects from entering a steady orbit. for example, that 30 secs after the end of the turn you raise gravity a little so objects start going closer to the center and eventually hit something (though i dont know if that would affect objects in the ground)
I'm going to add features about air friction and windy worms (or other object that normally aren't affected by wind), so I'll set a small value of air resistance to objects like graves, crates, worms that mustn's enter a steady orbit.
Pisto, I think having you module makes all games against others who don't have it desync. Even if they did not adjust any super weapon settings it will desync.
Yea but it is too big to upload. each player desynced as soon as they used a weapon excluding the host who went first.
are you really sure that all the bytes that trigger stuff were 0? sometimes I download schemes that for apparently no reasons have those bytes not set to 0.
I've also played a game with wkrubberworm and no features activated, and then replayed it with wa.exe, it didnt show any discrepancy or checksum error (that are the desynch reason)
edit:
damn, it was a stupid sintax error
I forgot to mention also that in wkRubberWorm 0.3b the bounciness of the w0orm was limited to 152, now you can again set higher values.
version 0.4a: just no desynch bug.
edit:
version 0.4b: rubber didnt work in 0.4a (I really hate C sintax)
edit:
new version next post
VERSION 0.5
new features:
Air viscosity: set the crate probability of concrete donkey. the higher the value is, the stronger is the effect. A value around 60 gives the impression of
playing in water (try the provided scheme under_water_holy_war).
If the value is odd, air viscosity is applied to worms too, otherwise it isn't.
Wind response: set the crate probability of suicide bomber. the higher the value is, the more objects (only those that normally aren't at all) are affected by wind (a value of 255 sets the same wind response of bazooka) (try windy_rubber_wxw).
If the value is odd, wind response is applied to worms too, otherwise it isn't.
Neither air viscosity nor wind response is applied to crates, graves and barrels.
bugfixes:
anti steady orbit system: while using black hole features, any object that can enter a steady orbit and don't explode after a few seconds (like worms or crates) have a very small air viscolity setting, that hopefully will bring them to land or to the center after a while.
rope follows gravity setting: finally worms on rope doesn't behave as wormkit wasn't loaded, but as any other object.
enjoy
http://forum.team17.co.uk/showpost.php?p=658810&postcount=66
This version is broken pisto. It does not work very well at all :(
The games should have NO viscosity and 127 wind with the bouncing and anti plop
YOU are broken franpa :eek::D check the replay
I'm not sure but I think that sometimes wa overwrites the scheme files, because I remeber that once I edited a scheme while wa was running, and when I loaded that scheme it was as before the edit.
Well, the only time a scheme worked as expected was with a default one. I did try restarting W:A but there was no change.
We could never jump fully and it was extremely hard to rope every time.
EDIT: this scheme will not work properly with your module. Wind has little effect and you are seriously hampered by viscosity even though it is 0
in fact in that scheme viscosity is set to 127 (crate probability of concrete donkey), and of course wind cant move the object easily with such a great viscosity.
well, what do you want? I'll build the scheme for you and I'll post it here.
if you want a wxw with antisink, rubber and windy to 127 just extract it from my replay, that you didnt check as I said to do in my last post.
suicide bomber is for viscosity :P I think your readme might be wrong... would make sense if what you said is true! ^
Yea, in the readme it says the suicide bomber controls viscosity and Concrete Donkey controls the wind... I think you got them around the wrong way in the readme :)
you're right franpa:rolleyes:
the moral of the story: I am dumb.
version 0.6beta
why beta? Because I didn't test deeply the new features and there's a bug that makes the replay show the correct events, but it continuosly show checksum errors.
new features:
chat commands and no more scheme machinery. You can edit all the features of RubberWorm with chat commands (while you host), and so it's easy to make new schemes: just set up the features, launch the game and then extract the scheme from the replay.
type /help to get a complete list of the commands.
wa-hacks integration. Some of the features (the best ones) that are available through cheatengine/wa-hacks (see http://forum.team17.co.uk/showthread.php?t=34025) are part of RubberWorm now. These are:
loss of control doesn't end turn shot doesn't end turn editable friction editable jetpack fuel improved rope timer doesn't pause while firing unlimited roping and objects speed
bugfix:
Worms don't bounce while drillink, parachuting, punching. It was funny to see a worm that couldn't drill well because it kept bouncing off the terrain:D
http://forum.team17.co.uk/showpost.php?p=658955&postcount=88
version 0.6beta
why beta? Because I didn't test deeply the new features and there's a bug that makes the replay show the correct events, but it continuosly show checksum errors.
new features:
chat commands and no more scheme machinery. You can edit all the features of RubberWorm with chat commands (while you host), and so it's easy to make new schemes: just set up the features, launch the game and then extract the scheme from the replay.
type /help to get a complete list of the commands.
wa-hacks integration. Some of the features (the best ones) that are available through cheatengine/wa-hacks (see http://forum.team17.co.uk/showthread.php?t=34025) are part of RubberWorm now. These are:
loss of control doesn't end turn shot doesn't end turn editable friction editable jetpack fuel improved rope timer doesn't pause while firing unlimited roping and objects speed
bugfix:
Worms don't bounce while drillink, parachuting, punching. It was funny to see a worm that couldn't drill well because it kept bouncing off the terrain:D
wooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooo
edit: holy **** this is just the most awesomest
Is it me or does the readme not actually tell us how to activate these new features? :P
Also I can't see anything about how to use chat commands to enable features
edit: my mistake, turns out you can see them by typing /help
I hate making my works readable:p
For this section of code, Pisto, I suggest using a global variable for the version number so you can use it in other places in case you expand this project even further:void warnPlayers(char* rmess){
SYSwrite("The host is going to apply these wkRubberWorm features:");
SYSwrite(rmess);
SYSwrite("All those players that do not use wkRubberWorm -->v0.6beta<-- will disconnect sooner or later due to desynch.");
}By the way, for those who wanted to know the in-game slash commands:else if(strcmp(*pstr,"h")==0||strcmp(*pstr,"help")==0){
selfMessage("*Commands after the slash '/' (aliases are separated by whitespace):*");
selfMessage("*If you omit the value, a default one is used, or if the feature is on, it is switched to off*");
selfMessage(" help: print this help");
selfMessage(" show showme: show to all/me only active RubberWorm features");
selfMessage(" sdet multishot: shot doesn't end turn (sets on nopause automatically)");
selfMessage(" ldet stoicworm: loss of control doesn't end turn");
selfMessage(" fdpt nopause: timer doesn't pause while firing");
selfMessage(" ir rope+: improved rope (downshooting, faster acceleration)");
selfMessage(" fr ts3 version: set teststuff3 (UNLIMITED roping and objects speed)");
selfMessage(" rubber[value]: set worm bounciness to [value] (1-255)");
selfMessage(" version[value]: use [value] engine version (1-255). See versions.txt");
selfMessage(" antisink: antisink");
selfMessage(" visc[value]: air viscosity of [value] (1-255) (if odd, applied to worms too)");
selfMessage(" wind[value]: wind response of [value] (1-255) (if odd, applied to worms too)");
selfMessage(" jetpack[fuel]: value of jetpack [fuel] (1-255), 255 means infinite");
selfMessage(" friction[value] glue ice: friction [value] (1-100). See readme.txt for the meaning of the value");
selfMessage("*These can't be used at the same time (see readme.txt for more info):*");
selfMessage(" gravity[parameter]: set [parameter] (-64 to 63) for normal gravity");
selfMessage(" pbh[parameter]: proportional black hole with distance [parameter] (-32 to 31)");
selfMessage(" cbh[parameter]: constant black hole with gravity [parameter] (-32 to 31)");
selfMessage(" defg: set default gravity (deactivates g/pbh/cbh)");
return TRUE;
}Oh, wait. That doesn't explain anything about the scheme values used for these options. :(
Edit: I found what to edit to enable wahacks stuff manually via any normal scheme editor like SchemeEddy:settings=*(BYTE*)MOLE_SQUADRON;
//wahacks addresses are already known, I won't hide them
if(settings&1) //Shot doesn't end turn
*(BYTE*)0x92B9EB=1;
if(settings&(1<<1)) //Loss of control doesn't end turn
*(BYTE*)0x92B9E9=1;
if(settings&(1<<2)) //Fire doesn't pause timer
*(BYTE*)0x92B9E8=0;
if(settings&(1<<3)) //Improved rope
*(BYTE*)0x92B94A=0;Therefore, for these particular options, you modify the bits in the mole squadron crate chance. To do that easily in a scheme editor:
To enable "shot doesn't end turn", add 1 to the value.
To enable "loss of control doesn't end turn", add 2 to the value.
To enable "firing doesn't pause timer", add 4 to the value.
To enable "improved rope", add 8 to the value.
For example, if you wanted all of them enabled, you'd do 1+2+4+8=15. So, you'd set the mole squadron crate chance value in the scheme editor to 15. If you wanted just "shot doesn't end turn" and "firing doesn't pause timer", you'd do 1+4=5. I hope you get it now. :)
For rhe record, dropping 10 nanas can cause up to 4800 dmg xD
Nice work, what an improvement over the scheme-messing about!
1 nana at 15 stars, can deal over 5,000 if done right (iirc)
I wonder if anybody has some nice mineball maps? :P
edit: i made a simple one for having some fun, plus a scheme for it
Pisto, it seems as though your .rar file is missing something that allows WormKit to work. It works fine with me because i had wormkit installed already, but a friend didn't have it installed and the one that game with the RubberWorm file didn't work.
Haven't really confirmed what it is that's causing it but it seems likely.
For this section of code, Pisto, I suggest using a global variable for the version number so you can use it in other places in case you expand this project even furtherI don't think it's useful yet
Oh, wait. That doesn't explain anything about the scheme values used for these options. :(
BYTE settings=*(BYTE*)SELECT_WORM;
if(settings!=0) //Engine version
*(DWORD*)0x92B824=settings;
DWORD ret=oldGS(this);
settings=*(BYTE*)MOLE_SQUADRON;
//wahacks addresses are already known, I won't hide them
if(settings&1) //Shot doesn't end turn
*(BYTE*)0x92B9EB=1;
if(settings&(1<<1)) //Loss of control doesn't end turn
*(BYTE*)0x92B9E9=1;
if(settings&(1<<2)) //Fire doesn't pause timer
*(BYTE*)0x92B9E8=0;
if(settings&(1<<3)) //Improved rope
*(BYTE*)0x92B94A=0;
settings=*(BYTE*)MB_BOMB;
if(settings!=0) //Jetpack fuel
*(BYTE*)0x92B996=(settings==255)?0:settings;
settings=*(BYTE*)SALVATION_ARMY;
if(settings!=0) //friction
*(BYTE*)0x92B82C=settings;
if you want to know where the new features are stored
Pisto, it seems as though your .rar file is missing something that allows WormKit to work. It works fine with me because i had wormkit installed already, but a friend didn't have it installed and the one that game with the RubberWorm file didn't work.
Haven't really confirmed what it is that's causing it but it seems likely.I'm sure my rar contains all the needed files
Okay no problem, it's probably just my friend sucking. Anyway, new question - i'm a bit unsure about the syntax for setting the gravity to different strengths
When i try "/gravity40", it recogtnises the command, but when i try "/showme", it doesn't actually say that the gravity has been changed.
Also, how do i set a negative value? When i try "/gravity-40" it says "unrecognised command"
deh, that's why I said it is a beta:D
pisto, get in #worms for a sec please.
and also, it always desyncs straight away, we can only chat till control is given to someone, then it disconnects.
It works fine when I play it with no one else. Just seems to be when other players are involved that I have trouble
It works fine when I play it with no one else. Just seems to be when other players are involved that I have trouble
what features are on when it happens?
Hmmmm, weird, Ive played a few games with gnork with no problems. Using different features every game. Are you guys certain u all have the same version?
hmmm.. not all settings are saved properly? seems like a typo in the fdpt command, cz it isnt in the scheme after extraction :P
just using Rubberworm at 15% causes a desync at the start.
just using Rubberworm at 15% causes a desync at the start.
suresuresure all the players had version 0.6beta?
yep, definatly, was me and run.
I've had wormkit desync with all players having same version of rubberworm. It might have something to do with the scheme setting in #ag vs directIP though.
version 0.6beta2
just some bugfixes (chat commands and infinite loops on some situations with rubber).
I need more info about the desynch: replay files of all the players (at least host and one client), and what you wished to activate.
v0.7
http://forum.team17.co.uk/showpost.php?p=659360&postcount=98
Attached a game I hosted with 4 ppl, of wich 2 desynced at start. They said the had the latest version (0.6beta implied) but I can't be sure of that offcourse. We used the multiple weps per turn thingy, probably among others but I'm not sure anymore wich ones.
Oh, you need one from a client also I see, others are xSGCxSg1, xSQDxt0mazZZ, xDMxGnork. Of wich the first two desynced.
version 0.6beta2
just some bugfixes (chat commands and infinite loops on some situations with rubber).
I need more info about the desynch: replay files of all the players (at least host and one client), and what you wished to activate.
Franpa and I don't seem to be having problems any more with that version
Thanks pisto!
I'll let you know if any desynchs start happening again though
Ok, I just downloaded it: Is it possible to use the WAHacks offline?
Attached a game I hosted with 4 ppl, of wich 2 desynced at start. They said the had the latest version (0.6beta implied) but I can't be sure of that offcourse. We used the multiple weps per turn thingy, probably among others but I'm not sure anymore wich ones.
Oh, you need one from a client also I see, others are xSGCxSg1, xSQDxt0mazZZ, xDMxGnork. Of wich the first two desynced.
this file u need? :P
mistake, I need a replay of one of those that dropped.
My friend's getting "Read from location 000000e0 caused an access violation." when he tries to run WormKit.exe
He says this only happens after he installs rubberworm, not before
Edit: the latest version seems to have corrected the problem
CyberShadow
7 Jul 2008, 00:54
get him to check his computers memory via memtest? let it run till it has passed all tests at least 3 times, if any errors come up during the test then it means that 1 (or more) memory modules is most likely faulty.
...where did that come from? That error is most likely because something attempted to access a structure's field when the pointer to that structure is null.
o_O? I can delete posts after a person has replied? =)
...where did that come from? That error is most likely because something attempted to access a structure's field when the pointer to that structure is null.
at load time wkRubberWorm just opens a file and hooks functions, stuff that also other modules do.
I played with Splongul and it seems that he's no problems now.
new version again
0.7
new features:
crate limit editable. You can set the maximum number of crates that can be at the same time on the map.
crate rate editable. You can set how many times the engines tries to make a crate on the map. If for example you use a wxw or shoppa scheme (full weapon crate probability), this is of course the number of crates that appear each turn.
Pseudo-crate shower always active (overrides craterate). You can enable a feature like wwp's crateshower, with these significant differences:
it DOESN'T ignore the crate probability of each weapon.
a crate appears every 5 seconds, no matter if it's someone's turn or not.
the crate appears if all the other crates aren't falling or moving.
crate count. If you set any crate rate (also a value of 1, to emulate normal crate drop behaviour), you can see the little score in the bottom left corner, that counts how many crates your team grabbed.
known bug
if you start a direct tcp-ip game from the main menu, the replay will show checksum mismatch errors even though the actions in the replay are correct.
This happens also without any feature of RubberWorm active, or (omg) even if I disable code hooking and I make wkrubberworm.dll a dummy bunch of code that is never executed. that's why I added you CyberShadow on msn, I need a help.
something iteresting
I discovered that the crate random logic takes as argument what team has just ended the turn, why?:eek:
EDIT:
new version for 3.6.29.0: http://forum.team17.co.uk/showpost.php?p=663110&postcount=162
PsychoFrea
9 Jul 2008, 19:46
How come the map on WMDB is different from the map shown in the SomethingAwful video?
The one I downloaded is really close the water so you can't jump off without eventually landing in the water.
The Earth map? Clavius edited it to make it more interesting and so that things wouldn't get stuck in a constant orbit. This was before a more recent version that fixed that bug.
BTW Pisto, you're awesome.
Shirdel
10 Jul 2008, 15:41
new version again
0.7
new features:
crate limit editable. You can set the maximum number of crates that can be at the same time on the map.
crate rate editable. You can set how many times the engines tries to make a crate on the map. If for example you use a wxw or shoppa scheme (full weapon crate probability), this is of course the number of crates that appear each turn.
Pseudo-crate shower always active (overrides craterate). You can enable a feature like wwp's crateshower, with these significant differences:
it DOESN'T ignore the crate probability of each weapon.
a crate appears every 5 seconds, no matter if it's someone's turn or not.
the crate appears if all the other crates aren't falling or moving.
crate count. If you set any crate rate (also a value of 1, to emulate normal crate drop behaviour), you can see the little score in the bottom left corner, that counts how many crates your team grabbed.
Ok, so can you do that stuff OFFLine?
Direct IP.
EDIT: 22,000 exact damage from 255 mines.
Ok, so can you do that stuff OFFLine?
As such, only an external scheme editor can create schemes that will enable RubberWorm effects, though RubberWorm does also provide a chat command interface allowing a host to enable RubberWorm effects in the lobby of a WormNET game. The scheme can then be extracted from the replay afterwards.
and then played offline.
Don't use the crate shower on a big map, game lags with every crate drop. As is known, but let's just say you notice it more while on the rope. Seriously messes up your game xD
Clavius_SA
10 Jul 2008, 19:54
Thank you very much. Have some videos.
The First New Rubberworm Video (http://www.viddler.com/explore/Clavius/videos/67/)
The Second New Rubberworm Video (http://www.viddler.com/explore/Clavius/videos/68/)
The Rubberworm Hysteria (http://www.viddler.com/explore/Clavius/videos/69/)
And The Pièce De Résistance (http://www.viddler.com/explore/Clavius/videos/70/)
clavius, you should try this scheme and map.
play it in 2 or 3, and you must put three or two teams with 8 worms each to reach the max worm number (48).
no rules.
http://myfreefilehosting.com/f/41fad27f85_0.37MB
GoDxWyvern
10 Jul 2008, 23:58
Thank you very much. Have some videos.
The First New Rubberworm Video (http://www.viddler.com/explore/Clavius/videos/67/)
The Second New Rubberworm Video (http://www.viddler.com/explore/Clavius/videos/68/)
The Rubberworm Hysteria (http://www.viddler.com/explore/Clavius/videos/69/)
And The Pièce De Résistance (http://www.viddler.com/explore/Clavius/videos/70/)
You should be sent to Azkaban for the Hysteria scheme you're using.
NoteVan
11 Jul 2008, 01:08
You should be sent to Azkaban for the Hysteria scheme you're using.
What's wrong with the Hysteria scheme? I created it and we all agreed that is was more fun than the other one. I will admit that multi-shot makes the mortar overpowered.
Pisto, possible ideas to add:
*Automatic crate spy
*Make it so that when you drop certain weapons it doesn't default to a different weapon (banana bomb, dynamite, etc)
I'm sure there was more, but I can't remember them.
P.S. I really wish I could unsee that map.
UM... I edited my post ^ to include a replay, but it is did hot show o_O. I re-edited and added it a 2nd time and it now appears.
b1llygo4t
11 Jul 2008, 02:57
thank you pisto!!!1!
P.S. I really wish I could unsee that map.
pfff you're all so squeamish..
that scheme is good for videos, when you start blowing up the entire map (and fat man)
Sorry I had to go afk during our match, pisto. Who won?
b1llygo4t
13 Jul 2008, 06:21
is there a doc that tells all the scheme options for rubber worm? like what you have to do in schemeeedy? theres one in the zip, but its outdated. also can you set cr8 shower with scheme?
there should be a rubberworm room in wormnet...say that 3 times fast
Sorry I had to go afk during our match, pisto. Who won?
Run
is there a doc that tells all the scheme options for rubber worm? like what you have to do in schemeeedy? theres one in the zip, but its outdated. also can you set cr8 shower with scheme?
there should be a rubberworm room in wormnet...say that 3 times fast
it's not update, it just lacks of some technical info (like where are stored in the scheme file the new features). Have a look at http://worms2d.info/RubberWorm or just setup new scheme with the chat line commands and extract them from the replay.
That would be cool if someone could edit the SchemeEddy program to handle those kind of features :)
Well technically schemeeddy can do that already, since it gives you control over superweapon crate settings.
b1llygo4t
13 Jul 2008, 22:11
yeah but it would be nice if the options were labeled for ease, like the cheats, indy land, that stuff
a schemeedy tailored for rw
hey pisto could you incorporate x,y mine placement and crate drop zones into rw? i think fiddler could do it, and i know the schemes for the missions have it
is there a doc that tells all the scheme options for rubber worm? like what you have to do in schemeeedy?
It could be nice if someone (Run for example) described RubberWorm configuration options at worms2d.info.
Edit:
Oh, there is a description :) See here (http://worms2d.info/RubberWorm).
b1llygo4t
14 Jul 2008, 22:43
that still doesn't give specific enough info
well what's the specific info you're looking for
He is after editing scheme files to apply the setting rather then going into W:A setting it up via rubberworm then extracting the scheme from the games replay.
the only missing info of scheme settings in that article are crate shower (fifth bit of mole squadron crate probability) and gravity. The last one is described in the readme, I know it's complicate, but I don't know an easier and clearer way to expplain it. You have to know this concept (http://en.wikipedia.org/wiki/Two%27s_complement) for setting negative numbers.
anyway, if you understand a little bit of code, you may read ChatComm.c where it recognizes the command and cnsequently sets the scheme
NoteVan
17 Jul 2008, 16:32
Pisto, would it be possible to have wormkit emulate version 3.0.0.0? What I'm getting at here is the possibility of getting wormkit to be able to run fiddler schemes (with the use of fiddler clicker and fiddler). Basically, to replace 30.exe with wormkit.exe so there won't be a ridiculously loud sound while playing.
Pisto, would it be possible to have wormkit emulate version 3.0.0.0? What I'm getting at here is the possibility of getting wormkit to be able to run fiddler schemes (with the use of fiddler clicker and fiddler). Basically, to replace 30.exe with wormkit.exe so there won't be a ridiculously loud sound while playing.
Fiddler needs the 3.0 executable, not any other.
CyberShadow
17 Jul 2008, 18:39
Pisto, would it be possible to have wormkit emulate version 3.0.0.0? What I'm getting at here is the possibility of getting wormkit to be able to run fiddler schemes (with the use of fiddler clicker and fiddler). Basically, to replace 30.exe with wormkit.exe so there won't be a ridiculously loud sound while playing.
I'm not sure I understand what you mean, but you can have WormKit run an executable different from WA.exe. Just specify the executable and its parameters as parameters to WormKit, for example:
WormKit.exe 30.exe /nointro
3.0 lacks of the volume setting (I wonder, but he says so), and he wants to use the fiddler with 3.6.28.0, emulating 3.0. but that's impossible
eddy2000
17 Jul 2008, 20:16
new version again
0.7
new features:
crate limit editable. You can set the maximum number of crates that can be at the same time on the map.
crate rate editable. You can set how many times the engines tries to make a crate on the map. If for example you use a wxw or shoppa scheme (full weapon crate probability), this is of course the number of crates that appear each turn.
Pseudo-crate shower always active (overrides craterate). You can enable a feature like wwp's crateshower, with these significant differences:
it DOESN'T ignore the crate probability of each weapon.
a crate appears every 5 seconds, no matter if it's someone's turn or not.
the crate appears if all the other crates aren't falling or moving.
crate count. If you set any crate rate (also a value of 1, to emulate normal crate drop behaviour), you can see the little score in the bottom left corner, that counts how many crates your team grabbed.
known bug
if you start a direct tcp-ip game from the main menu, the replay will show checksum mismatch errors even though the actions in the replay are correct.
This happens also without any feature of RubberWorm active, or (omg) even if I disable code hooking and I make wkrubberworm.dll a dummy bunch of code that is never executed. that's why I added you CyberShadow on msn, I need a help.
something iteresting
I discovered that the crate random logic takes as argument what team has just ended the turn, why?:eek:
vn job... pisto....
this work is too better of wwp ..wormpot
ty again....
bye...
:)
muhahaha - I've tested rubberworm with the FLY:and:D!E map+scheme (http://www.blamethepixel.com/file.php?id=2882) and added rubber and improved rope to it - rofl, how fun that can be - awesome rope moves you can get out out that :cool:
I'm working on a sort of CutWorm for W:A :D
(that is: phantom/invisible walls):D
That looks cool :) sure it'll be alot of fun aswell!
How are the invisible walls created? 2nd image file?
read this article
http://worms2d.info/Land_Data_file
Oh I see, multiple layered PNG then (i assume), well now, that would be awesome :D
I demand an additional layer for indestructible terrain in conjunction with destructible terrain! :eek:
I demand an additional layer for indestructible terrain in conjunction with destructible terrain! :eek:
I don't know if the game engine can threat both of them (that is, if the structure that represents a pixel has a field which tells if it's destructible or not, or if there's a global switch)
EDIT:
oh well, if the indestructable borders of a cavern map are just normal pixels it can:)
b1llygo4t
21 Jul 2008, 08:48
hey cyber shadow, can your wkmagic map have the scheme settings embedded in the bar code??? then you could activate rubberworm features with it.
ultimately it would be sweet if rubberworm could have mine, worm, crate, ect positioning. and only the host had to have wkmagicmap
but hey wishfull thinking
even if that was done, everyone would need wkmagic because the changes are made by a external program editing the games logic. the changes cant be sent without everyone using the same external program.
b1llygo4t
22 Jul 2008, 09:21
even if that was done, everyone would need wkmagic because the changes are made by a external program editing the games logic. the changes cant be sent without everyone using the same external program.
well, if you only used wkmagic to load standard scheme settings then it mite not desync. its those xtra features like wind and disabling collisions that make the players desync.
even tho you have rubberworm installed, if you dont activate the features non rubberwormers wont desync.
the read em does say "the first version for "magic" map AND scheme support."
even tho you have rubberworm installed, if you dont activate the features non rubberwormers wont desync.
this is a PHAIL - cz whenever I join Unit's games and he hasn't wormkit running while I do, then a desync will occur as soon as the game is launched. I hardly see this with other players though... but for him I have to launch wa.exe and not wormkit to be able to play
edit: this started to happen from rubberworm version 0.5 and up if I remember well (maybe it was 0.6).
b1llygo4t
22 Jul 2008, 21:04
id still like to know if wkmagic supports scheme settings, im gonna pm shadow and ask instead of waiting for him to wonder in here.
gnork when you play a game with unit, does it emulate an older ver? mabe he needs the recent beta.
pisto were r u??? got somethin good cookin for us??? do you like cheese?? swiss? provolone? colby-jack? XP
Gnork, that was fixed in 0.7 and was a issue with some settings pisto forgot about when rushing 0.6 out the door.
Even if Wkmagic supported scheme files like Wkrubberworm does, everyone would need a copy of wkmagic running in order for the Super Weapon values to be treated as something other then nothing.
Not to mention 3.6.26.5 or whatever the previous version was
And whatever Wkmagic did rely on to work, has been removed or altered in 3.6.28.0.
Clavius_SA
24 Jul 2008, 21:46
A compilation video of amazing things that happened while playing with this wonderful thing. (http://www.viddler.com/explore/Clavius/videos/72/)
I humbly request a separate option for the black hole affecting the ropes, and if you can, repeating space. Like hitting the right side of the map makes you teleport to the left maintaining momentum. "pacman[width in pixels]" or something.
b1llygo4t
24 Jul 2008, 23:18
well, cs wont updat wkmagic, but the thread i read said (lol im a poet and i dindt know it) that someone else was interested in updating it.
id like to see a barcode module that only loads info for the scheme(ammo, health, indyland, etc.), can be overridden or altered by the host, only has to be installed by the host(if it only changed scheme settings instead of logic it would work),and it would also be cool if you could encode a small message into the barcode, that would be stated once the game starts(for rule abbreviations, website links, gl hf, etc.)
i think rubberworm is enough as far as gameplay manipulation modules go.
Pisto, if you dont mind a few suggestions.
could you;
1 make individual teststuff options available.
2 make attack from jump/falling from chute/freefall
3 worms dont lose control from falling long distance
4 wind off mode
5 add a kill or start position worm comand for worms stuck in orbit or other various glitches that send the game in a loop (sounds improbable)
6 make blackhole effect fire
7 cancel certain colisions like in wkmagic
i found a glitch. the time ran out, but i could still control my worm. cbh was on and i landed on the bottom of th terrain. my turn wouldnt end untill the person i was playing with quit. its in the attached replay
also me and my buddy drumstick made up a scheme for blackhole. its called orbit shoppa. you have to orbit the map before attack (oba). you can attack from rope, parachute, or orbit(if from rope). multi attack is on and up to 3 crates drop per turn. use the rope to send your worm into orbit, then use the chute to control it. a simple example map and the scheme are in the replay aswell. be sure to use teststuff to parachute from fly and and attack from fly.
another rule i made up is #cba (e.g 3cba), set crate rate and crate limit to a number and players must collect them all before attack. also add attack doesnt end turn. this adds to the dificulty of any shoppa game and makes for some rly cool moves and combos
edit; the replay was to big so i uploaded it here http://www.savefile.com/files/1687237
id still like to know if wkmagic supports scheme settings, im gonna pm shadow and ask instead of waiting for him to wonder in here.
pisto were r u??? got somethin good cookin for us??? do you like cheese?? swiss? provolone? colby-jack? XP
wkmagic stored some settings in the scheme, but I can't see the link between his and my module and the point of your post.
I'm on holyday, but I'll be back soon:D
I humbly request a separate option for the black hole affecting the ropes, and if you can, repeating space. Like hitting the right side of the map makes you teleport to the left maintaining momentum. "pacman[width in pixels]" or something.
I think I will create a sort of 3rd party scheme format where you can set such uncommon and weird options. your second idea is what I call wrapped maps, and it' something I'm interested in.
id like to see a barcode module that only loads info for the scheme(ammo, health, indyland, etc.), can be overridden or altered by the host, only has to be installed by the host(if it only changed scheme settings instead of logic it would work),and it would also be cool if you could encode a small message into the barcode, that would be stated once the game starts(for rule abbreviations, website links, gl hf, etc.)
is it really that useful?:eek::p
Pisto, if you dont mind a few suggestions.
could you;
1 make individual teststuff options available.
2 make attack from jump/falling from chute/freefall
3 worms dont lose control from falling long distance
4 wind off mode
5 add a kill or start position worm comand for worms stuck in orbit or other various glitches that send the game in a loop (sounds improbable)
6 make blackhole effect fire
7 cancel certain colisions like in wkmagic
1 i haven't investigated yet in that field
2 as above
3 /ldet doesnt do that?
4 yes
5 orbit should be fixed (worms and non exploding objects have a small air viscosity value)
6 what?
7 surely I'll do "phantom" worms, is it useful to edit the other collisions?
Clavius_SA
27 Jul 2008, 18:10
I think what he means about the start position/kill worm command thing is that it's not only orbit that can get caught in a loop. I've encountered a lot of instances of worms trapped in an infinite thing that ends in having to drop the game. Friction over 100 and bounciness is pretty much a guaranteed trapped worm, sometimes jetpacks glitch out and the worm is trapped, windy worms has left an infinitely skipping on water worm, etc. It's funny and part of playing with the options, but it'd be nice if there was an all encompassing fix for it like instakill so you don't have to drop the game. Open to massive abuse of hosting power of course, but personally i'd find the abuse hilarious.
And the blackhole fire thing means make the fire be affected by the central gravity, right now it falls down with the wind as normal.
b1llygo4t
29 Jul 2008, 07:47
is it really that useful?:eek::p
1 i haven't investigated yet in that field
2 as above
3 /ldet doesnt do that?
4 yes
5 orbit should be fixed (worms and non exploding objects have a small air viscosity value)
6 what?
7 surely I'll do "phantom" worms, is it useful to edit the other collisions?
having a barcode scheme loader would be useful for paired map and scheme. instead of hunting down a specific scheme or creating it from scratch, it could be included with the map. and it could load rubberworm options needed to play on certain maps(like mineball)
3 if you let go from a rope you can fall indefinitely and still be able to shoot another rope(weapons if using ts) if you drop too far from a parachute or a from a jump, you lose control
clavius_sa responded to 5 and 6
7 disabling collision with just frozen worms (so people couldnt block you in) and oil drums so long as you could still blow them up
Is wkRubberWorm going to be fixed for the new WA release?
Is wkRubberWorm going to be fixed for the new WA release?
I sure hope so. I still haven't updated solely because of Rubberworm.
What will it take to update it? Is it a quick fix or does the new W:A update pose problems? (Not rushing anyone, just wondering if it will take a lot of work or not.)
Editing the collisions for the Frozen Worms is retarded, because it is not a permanant block. Changing the collision mask of arrows and/or girders would be nice though.
I have a vision... I see... Pisto making late night hours... I see... Agression... Frustration... A broken coffee machine... I see... I see... An angry GF waiting in bed, cz Pisto wants to fix this last little thingy too... And finally I see... A wkRubberworm emerging which is compatible with the latest W:A update :P
... An angry GF waiting in bed...
Ehehe what a choice...
Coding or... make hot steamy love.... Must... code.... wk.... Rubber... Worm...
xD
The worms community should be glad it isnt me coding this or there would never have been an update :p
Ehehe what a choice...
Coding or... make hot steamy love
Hmpf. I wish I got to make this choice every day.
I think what he means about the start position/kill worm command thing is that it's not only orbit that can get caught in a loop. I've encountered a lot of instances of worms trapped in an infinite thing that ends in having to drop the game. Friction over 100 and bounciness is pretty much a guaranteed trapped worm, sometimes jetpacks glitch out and the worm is trapped, windy worms has left an infinitely skipping on water worm, etc. It's funny and part of playing with the options, but it'd be nice if there was an all encompassing fix for it like instakill so you don't have to drop the game. Open to massive abuse of hosting power of course, but personally i'd find the abuse hilarious.
And the blackhole fire thing means make the fire be affected by the central gravity, right now it falls down with the wind as normal.
I agree, exotic values of friction are likely to block the game but are funny:D
so, I won't forbid them. I'll fix only the bolded issue (had to do that before releasing windy worms, but forgot it...)
having a barcode scheme loader would be useful for paired map and schemeit's not worth of the coding.
3 if you let go from a rope you can fall indefinitely and still be able to shoot another rope(weapons if using ts) if you drop too far from a parachute or a from a jump, you lose control
7 disabling collision with just frozen worms (so people couldnt block you in) and oil drums so long as you could still blow them up
3 right, but I haven't planned it.
7 ok.
I sure hope so. I still haven't updated solely because of Rubberworm.
What will it take to update it? Is it a quick fix or does the new W:A update pose problems? (Not rushing anyone, just wondering if it will take a lot of work or not.)
just to change the addresses. This means that I have to RE the new update, but it won't take a long time, I know where to look.
I posticipated all the new features that were in my mind, because I'm hurrying to make it compatible with 29.
new version will only have a new feature: banana "boig" sounds with rubber worms:D
I have a vision... I see... Pisto making late night hours... I see... Agression... Frustration... A broken coffee machine... I see... I see... An angry GF waiting in bed, cz Pisto wants to fix this last little thingy too... And finally I see... A wkRubberworm emerging which is compatible with the latest W:A update :P
ghghghghghhhgg
that's king size nerd, I'm only wannabe:D
Paul.Power
1 Aug 2008, 21:56
Those SomethingAwful Gravity videos are so damn hilarious.
I'm going to get this mod as soon as it works with v.29.
Those SomethingAwful Gravity videos are so damn hilarious.
I'm going to get this mod as soon as it works with v.29.
Ya know, if you want to join us, all you need to do is post your Skype name. All we ever play is Rubberworm games now.
P.S. having to wait for my messages to get approved is annoying.
Clavius_SA
2 Aug 2008, 10:49
Banana boing sound for bouncy, nice. I've been saying that since the beginning but never brought it up here.
I could finish the work on new rubberworm today, but only for today I'm working on a Vista pc, and due to this bug http://forum.team17.co.uk/showpost.php?p=663075&postcount=91 the last three things can't be updated today:(
Argh, Ghostly Page 5!
Still ghostly :/
I could finish the work on new rubberworm today, but only for today I'm working on a Vista pc, and due to this bug http://forum.team17.co.uk/showpost.php?p=663075&postcount=91 the last three things can't be updated today:(
cool m8 - looking forward to play FLY:and;D!E with rubber in stereo :p
nvm the bug on Vista, I found the way to update it anyway.
NEW VERSION
0.7.29
just an update for the new w:a version (3.6.29.0)
new features
rubber worms make "boing" when they bounce. Turn it off/on typing in the game chat /boing
P.S.
I rushed to make this update and I there may be bugs.
EDIT:
please check my next post for version 0.7.30.
I started RubberWorm 0.7.29 with another module and I shot rope. Less then one second after, the game crashed. I started RubberWorm alone, the game worked fine, until I ran out of time and I fell. BUT WHEN I FELL, The game got stucked. Screenshot of this and W:A Replay included
Screenshot (1024 x 768, originally at 1280 x 960): Shoot! There is no spoilers >_< (http://i305.photobucket.com/albums/nn212/MilesPrower13/T17/screen0069.jpg)
I started RubberWorm 0.7.29 with another module and I shot rope. Less then one second after, the game crashed. I started RubberWorm alone, the game worked fine, until I ran out of time and I fell. BUT WHEN I FELL, The game got stucked. Screenshot of this and W:A Replay included
Screenshot (1024 x 768, originally at 1280 x 960): Shoot! There is no spoilers >_< (http://i305.photobucket.com/albums/nn212/MilesPrower13/T17/screen0069.jpg)
same here... another wormkit module was sill in the same folder and the game crashed as soon as started. Only when no other modules are loaded the game would continue. And same as above... yea - stuck worms bouncing forever :( cant believe you released this without testing - the 1st worm halts the game already as soon as he wants to quit bouncing on the floor... its stuck in a loop :P
I may have already found the cause of the infinite bounce loop, tomorrow the fix.
what other plugins are you using when it crash?
EDIT:
please try this one, it should fix the bounce bug. If it's so, ask who joins your game to update to 0.7.30 (this last version).
EDIT:
YES, DOWNLOAD THIS ONE! IT'S 0.7.30 0.7.31
http://forum.team17.co.uk/attachment.php?attachmentid=31752&d=1217755579
I may have already found the cause of the infinite bounce loop, tomorrow the fix.
what other plugins are you using when it crash?
EDIT:
please try this one, it should fix the bounce bug. If it's so, ask who joins your game to update to 0.7.30 (this last version).
erm.. it might have been the incompatibility with wkick and .29 so nothing to do with rubberworm? :blush: i read about that somewhere else on the forum.. oops
i'll test the 7.30 now -> gj on the fast release, hope its less buggy xD
edit: request a subfolder in the schemes map for the rubber schemes... since .29 can handle folders in the schemes now ;)
edit2: yeaahh... it works :P great !
erm.. it might have been the incompatibility with wkick and .29 so nothing to do with rubberworm? :blush: i read about that somewhere else on the forum.. oops
I think so. wkick is tied to 28, though it's much easier to update than rubberworm. it will be probably merged and fixed (no more wrong player kicked) in the next version of rubber.
edit2: yeaahh... it works :P great !
yessss
Yay! The new wkRubberWorm 0.7.30 works like it should! Very nice sound (even if it's banana sound :p)
A big thanks, Pisto. This thread should be copied to BTP.
I think so. wkick is tied to 28, though it's much easier to update than rubberworm. it will be probably merged and fixed (no more wrong player kicked) in the next version of rubber.
It's also another good idea. Merge wkICK into rubberworm and correct this stupid wrong player kicked bug will be very nice features.
I'm not sure what's happening, but if I use crate shower either nothing happens or the maximum number of crates spawn and then everyone drops from the game.
I'm not sure what's happening, but if I use crate shower either nothing happens or the maximum number of crates spawn and then everyone drops from the game.
Other players are disconnected due to desynchronisation if they haven't WormKit+wkRubberWorm 0.7.30. It's the most normal because wkRubberWorm is a module who edits some W:A memories data (Like CheatEngine) to add some features. Well, I think it's like that.
Other players are disconnected due to desynchronisation if they haven't WormKit+wkRubberWorm 0.7.30. It's the most normal because wkRubberWorm is a module who edits some W:A memories data (Like CheatEngine) to add some features. Well, I think it's like that.
They all have the same updates I do. I was talking to them on Skype while we played. The same problems were happening when they hosted games too. The people in our chat don't play any "public" games so we all have the same version/updates.
Other players are disconnected due to desynchronisation if they haven't WormKit+wkRubberWorm 0.7.30. It's the most normal because wkRubberWorm is a module who edits some W:A memories data (Like CheatEngine) to add some features. Well, I think it's like that.
no, this is a new bug, what I've done to make crateshower in the last update may not work anymore with the newer version (at least if I didn't make another silly mistake like the bounce loop, checking it right now).
EDIT:
yes, my fault again. This time I'll test at least once before releasing 0.7.31 lol
EDIT2:
well, it's sunday morning, not so many people ready to play it...
last bugfixes: version 0.7.31
EDIT3
0.7.32
http://forum.team17.co.uk/showpost.php?p=663445&postcount=182
Does the new rubber work with the new update?
hmm... so far I haven't been able to keep one player alive in 7.31
they all desync when the game starts :(
please always specify with what features on.
Well, I tried playing a game with rubber, antisink and crateshower on and I'm also getting desync problems right when the game starts. This is with everyone using the latest version of worms and rubberworm.
already discussed Consist, post #171.
SupSuper
4 Aug 2008, 01:49
Me, Paul.Power and Worm Mad just played with RubberWorm v0.7.31 (we tried circular gravity) on WA v3.6.29.0 and it worked fine, great job. :)
the problem happens when the host applies new features with the chat commands (they aren't applied to the clients who joined).
new update soon.
Wormetti
4 Aug 2008, 09:11
Page 7 of this thread isn't loading.
StoneFrog
4 Aug 2008, 15:35
Who you gonna call?
http://www.geocities.com/gawhitlow/ghostbusters.jpeg
Hah, I was successful! Page 7 now...exists.
Oh, and wkRubberWorm seems to be working fine with the latest patch now. Good job!
maybe...
if I'm not fooling myself...
we have the final version of rubber for 3.6.29.0
version 0.7.32
chat commands work and doesnt desynch the players.
Thanks again Pisto, I love your rubberworms wk module.
Thanks a lot Pisto,
btw, does wkick work with that version?
thanks again
Does anybody have some nice schemes or knows good maps for rubberworm? Please post a link here, ty. They will be integrated into an installer for wkRubber.
Well, tower races with very faster water (253Pixels/turn) are really nice with rubber ^_^
I played one with a friend who has 3.6.28.0 (I reinstalled rubber 0.7, but now I restored my WA 3.6.29.0) and we needed to gunshot the map to save ourselves!
btw, it could be nice if wkRubberWorm.dll could emulate older versions. Like if I've 0.7.32 but other players are stucked with 0.7, well my RW could be emulated to 0.7. More compatibility in those moments.
btw, it could be nice if wkRubberWorm.dll could emulate older versions. Like if I've 0.7.32 but other players are stucked with 0.7, well my RW could be emulated to 0.7. More compatibility in those moments.
Next version IIRC will support version checking and will disconnect people or warn the host, if the player is using the wrong version.
me and gnork made this installer for version 0.7.32
http://www.wormsmania.net/public/phpBB3/download/file.php?id=1072
if only the installer wasnt 2mb in size >.> unless it includes wormkit o_O. Can you make a installer similar to Cybershadows Beta installer? where it detects the presence of Wormkit and will download it if it is not installed? because then you could cut wormkit out of the main installation package.
Next version IIRC will support version checking and will disconnect people or warn the host, if the player is using the wrong version.
Nah, that's not what I want. I just don't want to be forced to downgrade to 3.6.28.0 only to play with players with rubberworm 0.7 because they can't upgrade to the new beta. So, like Cybershadow's betas, if players has more older versions of wkRubberWorm, it could be emulated to that one, so everyone will be able to play. Does someone understand me?
Nah, that's not what I want. I just don't want to be forced to downgrade to 3.6.28.0 only to play with players with rubberworm 0.7 because they can't upgrade to the new beta. So, like Cybershadow's betas, if players has more older versions of wkRubberWorm, it could be emulated to that one, so everyone will be able to play. Does someone understand me?
RubberWorm is beta. That means no official release yet. Just beta testing releases. Also the version number tells you that. It starts with a 0. New features are being implemented and tweaked as we speak.
When RubberWorm 1.0 will be released, it will probably be a final 'stable' release (in theory). Stable, because it won't need so much little bugfixes/updates/implementations every time any more. The 'backwards compatibility' feature has simply not been implemented yet and is not possible since prior releases where just test versions, nothing more. Many have wrong code in them, so no reason to 'emulate' such a buggy release, just because someone didn't update to the latest test version yet. Latest RubberWorm works perfect with the new 3.6.29.0 WA patch, so no need to downgrade for the bo0ns who didn't take time to upgrade their game.
When RubberWorm 2.0 is released (if ever), it might/will be backwards compatible with 1.0 (in theory).
Pisto, I don't know if anyone asked about this before, but is it possible to add planned events into the game? Things such as on missions when earthquakes or armageddons occur after x amounts of time/turns.
sergelac
8 Aug 2008, 19:07
Pisto, is it possible to make the command /showme work for all players and not just the host
Pisto, is it possible to make the command /showme work for all players and not just the host
It does now. The host writes /show and all players see the enabled commands.
RubberWorm is beta. That means no official release yet. Just beta testing releases. Also the version number tells you that. It starts with a 0. New features are being implemented and tweaked as we speak.
When RubberWorm 1.0 will be released, it will probably be a final 'stable' release (in theory). Stable, because it won't need so much little bugfixes/updates/implementations every time any more. The 'backwards compatibility' feature has simply not been implemented yet and is not possible since prior releases where just test versions, nothing more. Many have wrong code in them, so no reason to 'emulate' such a buggy release, just because someone didn't update to the latest test version yet. Latest RubberWorm works perfect with the new 3.6.29.0 WA patch, so no need to downgrade for the bo0ns who didn't take time to upgrade their game.
When RubberWorm 2.0 is released (if ever), it might/will be backwards compatible with 1.0 (in theory).
LOL
version numbering has always been arbitrary and non-significant to me.
anyway, your point of view is nice and so it will be mine:p
Pisto, I don't know if anyone asked about this before, but is it possible to add planned events into the game? Things such as on missions when earthquakes or armageddons occur after x amounts of time/turns.
rubberworm 0.8 will be able to apply missions settings (such as events sequences different armory for each team worms' initialization data and maybe even cpu players) on netplay.
the bad news is that I haven't implemented anything as of now:p
robowurmz
8 Aug 2008, 21:22
This is almost like building up into The Fiddler all over again.
Pisto, ppl have problems with the installer. they 'put the downloaded file into the worms folder and launch worms'. No kidding. Then it turns out som mofo has a zip program which can't handle rar files as well. gr8. Quality end user of course - try to explain somebody like that to get winrar first, omFg - what an evening.... Mugh :/
I don't know why you packaged it in a RAR file anyways. MilesTP, If the installer downloaded A copy of wormkit, rather then having it included in the main installation package, the same could be done with Wkrubber's older versions. It could be made so that the latest version of rubberworm is included in the installation package, but it gives you the choice to install any version you want and whether or not you want wormkit too and will download the files as appropriate.
Pisto, ppl have problems with the installer. they 'put the downloaded file into the worms folder and launch worms'. No kidding. Then it turns out som mofo has a zip program which can't handle rar files as well. gr8. Quality end user of course - try to explain somebody like that to get winrar first, omFg - what an evening.... Mugh :/
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaa
I couldn't just give a link to an exe, because the only place where I could upload the file was wormsmania forum, and it doesn't accept exes.
In 2-3 days, not before, I'll upload this file to another server, with finally exe extension and I'll call it "INSTALLER_YES_AN_INSTALLER_DOUBLECLICK_ME.EXE"
This is almost like building up into The Fiddler all over again.
yes, why not?
I can store the Installer on my webspace if you want, I got 200mb of space and around 60mb is used.
Pisto, have you thought about Permanant Double Damage?
I don't know why you packaged it in a RAR file anyways. MilesTP, If the installer downloaded A copy of wormkit, rather then having it included in the main installation package, the same could be done with Wkrubber's older versions. It could be made so that the latest version of rubberworm is included in the installation package, but it gives you the choice to install any version you want and whether or not you want wormkit too and will download the files as appropriate.
Not putting wormkit into the installer means 190Kb smaller setup. It's the added maps which eat the most space, that's all. ;)
maps are included? WHY?? just have a txt file containig links to WMDB and BTP etc. (I am being conscientious of dial up users.)
Since the latest beta allows schemes in folders, perhaps it would be a good idea to put the example rubberworm schemes that come with the download in a separate folder.
maps are included? WHY?? just have a txt file containig links to WMDB and BTP etc. (I am being conscientious of dial up users.)
a text file with some links? you are living in the stone age my friend :) Come on, the installer is only 3Mb...not 10 or 50Megs... and old laggy 56K modems should be banned from earth and any online game. (stabs deep, twists blade 45 degrees and pulls it out)
Since the latest beta allows schemes in folders, perhaps it would be a good idea to put the example rubberworm schemes that come with the download in a separate folder.
you haven't run the installer ;)
you haven't run the installer ;)
true that
last time i updated i just nicked the dll straight from pisto
MilesTP
10 Aug 2008, 16:30
I did my own installer of WormKit with all modules (well, a self-extractor) to avoid to download in each page of the Internet if I delete Worms again. But I would like to do something like yours. Can you help me?
anyone knows where i can download wkrubberworm to 3.6.28.0 WA version????
robowurmz
10 Aug 2008, 21:28
anyone knows where i can download wkrubberworm to 3.6.28.0 WA version????
Just get the newest version of W:A.
and the newest version of rubberworm, then play!
MilesTP
11 Aug 2008, 05:06
Or if you can't update, I keep obsolete files, just in case.
Pisto, have you thought about Permanant Double Damage?
shuold be done with mission parameters (all utilities can be set to infinite for all the teams, as well as cratespy).
anyone knows where i can download wkrubberworm to 3.6.28.0 WA version????
http://worms2d.info/worms2d/files/wkRubberWorm07bin.rar
how can i create schemes to use on rubberworm???
how can i create schemes to use on rubberworm???
by reading the readme called "readme" which is for reading
also www.worms2d.info/RubberWorm
NoteVan
12 Aug 2008, 22:45
Pisto, I found that when the crate probability of something is used to change wormkit settings that that item never drops in crates (i.e. armageddon). I also changed the crate probability of armageddons to 101 with infinite ammo and it didn't show up in game. Is there a way to fix this?
You do know that Superweapons dont drop unless 5 minutes has passed and a certain number of turns has pased too? adjusting crate probability of Super Weapons changes which one your likely to get, not how often it will spawn in a crate.
the replays have a problem...i wanna to show to my friends what happen in a game that i made and when i try to see the replay the worms didn't move
i was tryin to show a worm spining without stop and on the replay nothing happens
i try to atach here but is size is 103kb so i can't :S
in this replay i used the prod two times and when i used the second time the worms fall and one of then started flipping without stopping...and when i see the replay just show me one prod...try to do this and u will see the worm flipping without stopping...can u fix this bug???
i used bombsurfer scheme with unlimited time
in this replay i used the prod two times and when i used the second time the worms fall and one of then started flipping without stopping...and when i see the replay just show me one prod...try to do this and u will see the worm flipping without stopping...can u fix this bug???
How about you do more readme reading? You need to load the replay with wormkit. There are instructions dotted around the forum, make the effort and search for them for once.
Pisto, I found that when the crate probability of something is used to change wormkit settings that that item never drops in crates (i.e. armageddon). I also changed the crate probability of armageddons to 101 with infinite ammo and it didn't show up in game. Is there a way to fix this?
Actually this reminds me of something I've been meaning to bring up for ages now - RubberWorm seems to remove earthquake, nukes and armageddon from the game entirely. Try hosting a FullWormage with the shot-doesn't-end-turn feature and see.
Rubber by itself doesn't seem to do that, though... so I suspect it's just some features (perhaps just sdet)
OK I seem to have found a little flaw. Correct me if it has been mentioned, but every time I shoot a rope in an offline game using WK, it gets close to the wall, then it crashes. Doesnt matter if I use a WK scheme or a standard scheme, it crashes.
Will upload ERROR txt file on request
Pisto, can you add a option to ignore all RubberWorm options? so we can play people who use "special" schemes but without rubberworm, without us having to restart W:A without wormkit?
the option must work for clients, not the host since it is useless for the host :P
I'm not sure i understand that. Why does using wormkit.exe stop someone playing absolutely any scheme, rubberwormy or not?
If the host (who isnt running wormkit) uses a scheme that activates some rubberworm features, then people running wormkit+rubberworm will desync.
True, but isn't rubberworm features using only normally unused settings (crate probability of super weapons)? The host should edit his scheme if it collides with rubberworm features.
If the host does not understand much english, and has never heard of Rubberworm, how is he/she/it meant to know to edit there scheme?
If the host (who isnt running wormkit) uses a scheme that activates some rubberworm features, then people running wormkit+rubberworm will desync.
Ahhh i see.
A variation of my suggestion is being implemented.
Is it possible to make a scheme that gives 2 nades to a person each turn? using weap dont end turn mode is nice, but the schemes will need to be tweaked to make something playable with it as well
Yeah I once suggested to pisto that there should be a variable to control the number of weapons per turn that can be used, but he said he doesn't yet want to focus any effort on things that can already be agreed upon between the players.
Clavius_SA
18 Aug 2008, 22:19
Is it possible to make a scheme that gives 2 nades to a person each turn? using weap dont end turn mode is nice, but the schemes will need to be tweaked to make something playable with it as well
We played something along those lines by making it an escalation scheme with fire does not end turn.
how do i use this... i put the file onto the same folder wormkit and wa is on but nothing happenz... help!
Use the installer. www.worms2d.info/RubberWorm
That way you won't have to "put the file" anywhere so there's no chance you'll horribly mess it up
anyway, works in progress
I'm cooperating with option'sW (he takes care of the GUI)
yesterday we found out that doben desyncs if i host from the snooper and he joins from the snooper, but the game runs fine when i host directly from wormkit and he joins the same way.. strange fx
yesterday we found out that doben desyncs if i host from the snooper and he joins from the snooper, but the game runs fine when i host directly from wormkit and he joins the same way.. strange fx
dounds like he didn't set prosnooper to load wormkit instead of wa
dounds like he didn't set prosnooper to load wormkit instead of wa
nop - u can count that out, at least i hope doben was not stupid when i asked him for that, and he said wormkit was loaded by prosnooper :P
NoteVan
20 Aug 2008, 20:21
dounds like he didn't set prosnooper to load wormkit instead of wa
Explain how to do this please.
options->game the field at the bottom.
Use the installer. www.worms2d.info/RubberWorm
That way you won't have to "put the file" anywhere so there's no chance you'll horribly mess it up
so i used "installer" it just uploads a notepad file onto DATA.... but i already have this and dont know what to do
uhhhh... huh.
What's the notepad file called and what's in it? I'm genuinely curious.
it doesn't do it. DATA isn't touched.
I'm curious too.
its called Installer and its just that random computer skript thats like square circle random odd shaped letter =Y= thingy stuff like that
its actually called rubberworm_0[1].7.32 but it doesnt do anything
heres part of the skript in it
Rar! ;Ðs
¶½t€/ Ó Y †«îŠ95
readme.txt ðÇ®\§TCm\Ý´PŸu^Xćžê4E›¶Z¢dóÑ
robowurmz
22 Aug 2008, 20:31
That's a rar file. You need WinRAR to unrar it.
CyberShadow
22 Aug 2008, 22:40
May I recommend the free jZip (http://www.jzip.com/) or the open-source 7-Zip (http://www.7-zip.org/) instead?
I'll get a subdomain or a folder on my father's website, so I can have static address directly to an .exe
robowurmz
23 Aug 2008, 13:16
I'll get a subdomain or a folder on my father's website, so I can have static address directly to an .exe
I'll mirror it if you like.
pisto, the file versions.txt contains improper info. In game lobby, the /help command tells that you must select version value 1-255 as specified in versions.txt but in that file, possible versions are listed in hexadecimal.
e.g I wanted to play rubber wxw on 150%speed and to achieve it, I had to convert the hex value in versions.txt to decimal because in versions.txt you see "4A" for 150%speed (4Ah = 74 in this case).
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